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Street Fighter Alpha 3, known in some countries as Street Fighter Zero 3, is a 2D fighting game developed and released by Capcom (Company) for arcades (using the CPS-2 hardware) on June 29, 1998.
The third and final main installment of the spin-off Street Fighter Alpha (Franchise) trilogy, Street Fighter Alpha 3 builds on its predecessor with a new visual and audio style, nine new playable fighters (including Sakura's schoolgirl rival Karin and Japanese wrestler R. Mika), new gameplay mechanics (such as the "Guard Crush" system, which leaves players vulnerable if they block too much), and a new system of "fighting styles", where players pick from three systems of special abilities and traits.
The game received numerous ports and updates since its first release, adding eight playable fighters (for a grand total of 36) and new game modes (most notably the World Tour mode, which allows players to build up their character in a single-player campaign). It is one of the few arcade games to receive multiple arcade versions on completely different hardware (CPS-2 and NAOMI).
The game uses the standard Street Fighter control scheme featuring three kicks and three punches of varying strength and a joystick for movement and blocking. Special and super moves are performed by inputing specific combinations of attack buttons and joystick motions. The game also includes some basic recovery moves and some counters performed by precisely timed button presses and joystick motions.
Moving away from the "Normal" and "Auto" player modes, Street Fighter Alpha 3 introduced multiple fighting styles (called "Isms") for the player to choose from, each including their own Super Gauge system, special abilities, color schemes, and traits:
Based on previous Street Fighter Alpha games (and known as Z-ism in some versions), A-ism gives players a green three-level super gauge. Players with A-ism have the most options for Super Combos (including powerful Max Super Combos which take up the entire super gauge).
Unlike previous games in the series, in which the level of the Super Combo is determined by the number of punch/kick buttons pressed, Street Fighter Alpha 3 allows players to determine which level of Super Combo to use based on the strength of the button pressed (Light for one level, Medium for two levels, and Heavy for all three levels).
Based on the Custom Combo system used in Street Fighter Alpha 2 (Game), V-ism gives players a simple blue super gauge (with a percentage indicator). While players cannot perform any Super Combo in this style, they can perform a Custom Combo by pressing two attack buttons of the same strength simultaneously (once they have at least 50% of their super gauge filled).
While the Custom Combo is activated, players can perform a long sequence of quick combo chains ,even if the opponent is being knocked down, as the super gauge depletes. The character leaves a shadow trail as Custom Combo is used (the gap between each shadow being determined by the strength used to activate Custom Combo), with the last shadow's attack dealing additional damage. If the player is attacked while their Custom Combo is activated, it is automatically deactivated and the player loses up to 50% of their super gauge.
While attacks dealt in V-ism deal less damage, players can determine the range of their attacks (Far Attacks vs. Close Attacks, usually determined by the distance between them and their opponent) based on the position of the joystick. This creates some new mind-game opportunities and combo choices. In addition, Alpha Counters now take up half of the super gauge.
Similar to the system used in Super Street Fighter II Turbo (Game), X-ism gives players a simple red super gauge. While they have less technical ability (such as being able to perform Air Blocks, Recovery Rolls, Alpha Counters, and Taunts), less Super Combo options, and less damage resistance, players with X-ism can deal more damage from their attacks and can withstand more blocked attacks before getting Guard Crushed.
While in X-ism, some characters have their movelists changed to resemble their SSF2T counterparts, such as changing M. Bison's Psycho Shot projectile to his traditional Psycho Crusher attack and removing Ryu's fake fireball motion. Other direct changes include changing Chun-Li's costume to resemble her Street Fighter II appearance, Sodom's weapons to a pair of katanas, Ryu's fireballs to match the SF2 version, and Gen's multiple styles to one simple combination of both.
The Final Boss version of M. Bison has a modified version of X-ism which gives him access to all technical abilities and Super Combo options in addition to his X-ism bonuses.
In addition to the "Ism" system, players can use a cheat code prior to selecting a fighting style to get a secret modifier:
In World Tour mode a player chooses a fighter and then levels up the fighter by winning stages set in different countries around a virtual map. Each spot on the map has different rules and different opponents for the player to overcome. After completing a stage a character earns experience points based on how well they performed in the stage. For instance, if a character were to perfect a fight he would gain more experience than if they ended the round with a sliver of health remaining. The character advances in level in two separate areas their overall level and their level in a specific "-ism". Every few levels a character receives bonus skills that allow for super meter regeneration or other nice additions. Depending on which of the three "-isms" the character has equipped they gain different skills that help boost their selected fighting style. A character also gains points that can be applied to raise offensive power or defensive power. However, for every point added there is also a point removed from the opposite stat. Advancing to the end of world tour mode unlocks Guile, Evil Ryu, and Shin Akuma as playable characters.
Since its original arcade release, the game received numerous updates on its home console versions (with some serving as the basis for an upgraded arcade port):
The game's original roster includes 28 playable fighters, nine of which are new additions. Four of them are brand new characters (Karin, R. Mika, Juli (Character), and Juni (Character)), while three of them are hidden opponents playable with a cheat code (Balrog (Character), Juli, and Juni).
The console and Street Fighter Zero 3 Upper versions of the game added the remaining four characters from the Street Fighter II (Franchise) series (totaling at 32 playable fighters) and two character variations (Evil Ryu and Shin Akuma). The GBA version adds three additional unlockable fighters from Capcom vs. SNK 2: Mark of the Millennium while the PSP version also adds Ingrid (Character) from Capcom Fighting Evolution (Game) (bringing the total roster to 36).
Because of the X-ism fighting style, there are no longer hidden Super Street Fighter II Turbo (Game) variants for some characters. Other than Evil Ryu and Shin Akuma, Balrog has a hidden unlockable variation in the console versions while M. Bison has a "Final" variation used as the game's final boss (unplayable in the arcade version, unlocked in most console versions).
Added in all updated versions:
Added in the GBA and PSP versions:
Added in the PSP version: